A mod inspired by older Hangman's Alley reworks, this aim's to add some new interiors to expand the available area to build as well as make the various piles of garbage scrap-able.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
I have began working with a community to create console ports of my mods. Permission for these ports will be granted in private at my discretion. If you find a port of my mod you suspect was not granted permission, please inform me in private as soon as possible.
At present, Dani50420 has permission to convert this mod for console use at Bethesda.net.
File credits
This author has not credited anyone else in this file
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Changelogs
Version 1.3.6
Fixed navmesh, last version was an experiment that had different results in testing that practice, they are now part of the vanilla navmesh
Version 1.3.5
Vanilla version no longer fixes untouched cell precombines, this is in an attempt to help prevent compatibility issues and decrease file size
Navmesh corrected, used a cheeky shortcut that didn't appear to always function properly with city plans and and other mods. This should increase compatibility
Navmeshing in the new interiors are now fully separate from the vanilla navmeshes, this again hopefully improves compatibility with other mods
Even more gaps fixed in floors and walls
Adjusted sandbox and build area boxes, somehow these weren't quite right
Version 1.3.4
Cleaned some unintended edits in other cells
Figured out why the file size nearly doubled, my bad guys resolved
hopefully didn't break more stuff
Fixed a flickering texture due to STAT overlaping
Version 1.3.3
Build area got goofed a bit forwarding changes from UFO4P, fixed in this version
Version 1.3.2
Fixed a few see through gaps
Version 1.3.1
With much help from user Exoclyps, we have fixed some 'dirty edits' and a deleted navmesh (oops)
Version 1.3
{UPDATING TO NEW VERSION MAY SPAWN A NEW RAIDER IN THE SETTLEMENT AS WELL AS REQUIRING SOME NEWLY PLACED ITEMS TO BE SCRAPPED OR REMOVED}
Altered one building, now has a new raider nest and entry point
Added a bit more decor to make it feel less empty without being cluttered
A few new behaviors for some raiders to make them act a bit more strategic
Fixed an odd occlusion error happening outside of the alley
Version 1.2.5
Fixed a few objects clipping into stairs (oops)
Version 1.2
Fixed snapping for platforms near chained door
Fixed odd culling errors in the southestern building lower floor windows
Fixed incorrectly aligned chained door, this occur occurred if you had already loaded Hangman's Alley before installing the mod. This was done with a small script which should mean this is safer than ever to install mid save
Fixed incorrectly aligned cover for stairwells
Version 1.1
Fixed a few minor visual issues, should now have properly aligned walls and ceilings without gaps (please report if more are found)
Beds now properly reflect in the total bed count when capturing the settlement
}}KNOWN BUG{{ For some reason the snapping to the platforms on the chain doors is no longer working, am looking into this
Version 1.0
precombines and previs generated
optional PRP version generated
Version 0.9
Fully ESL, previsbines to come soon
Version 0.8
Finalized Navmesh and precuts for objects in it
Made the wires and service drops scrapable. **Note: Due to how wires are handled in CK I was not able to figure a way to keep the wind animations on them or have the links to the service drops they "attach" too. Still doing some playing around with things to see if this is even easily possible, for now, you can just "store" the powerlines to remove them
Added several new markers for NPC idle interactions, raiders and settlers alike should now interact a bit more with the windows
Added behaviors to the raiders, some now have preferred hold positions to help it feel like they're defended this location more than once and know how to do it well.
Few new items and 'decorations' added to help fully flesh out the new interiors. These should now feel really close to a vanilla location.
Version 0.7
Ahhh! Raiders have moved into the buildings! A total of 8 radiers have been added to this location, ultimately making Hangman's Alley a more intersting fight to take over. So issues with their sandboxing and pathing exist, but they are mostly funcitonal
With these new raiders, some new defenses have been set up inside as well as some furniture and containers for their stuff. All items added should fully support being scrapped as well
Some tweaking to nav-mesh to account for the new obstacles in these buildings. They should mostly respect the placements of furniture, but the navmesh will be updated again the future
Version 0.6.5
Fixed some minor error in navmesh and missing stairs. Removed cover from one of the stairwells for just a BIT more room.
Version 0.6
Experimental Nav meshing, not 100% happy with these results but they KINDA work
Version 0.5
Not Published, but added scrap functionality to everything else, happy with internal testing
Version 0.4
slightly reworked building interior from v0.3, including a now not see through roof (kinda)
added second building interior
made the unscrapable shack now scrapable, included some pieces with snap points to allow some customization if desired.
added snapping to the chained door platform
adjusted build areas slightly to cover the new building and top floor of the v0.3 building
This mod take Hangmans Alley and opens up two of the buildings into fully navmeshed interiors while making items that were previously unscrapable into fully scrapable and even snappable pieces allowing greater freedom and more build space in the settlement, without feeling like an obviously out of place settlement overhaul. The two new interiors have furniture and raiders to help sell the experience that these were always a part of the vanilla experience, while still allowing the player to customize as they see fit.
If you are updating from a previous versions (Anything pre 1.0), please know this has a very high chance of breaking saves. It would be best practice, as with most mods to begin a new save if you've used older versions in your current save (thank you for beta testing and I'm sorry, there was no other way).
If you are a PRP user I have also included an separate version to use with PRP. You will use that instead of the main file. All necessary files are available in the PRP optional file, you will not need the plain v1.0 download at all.
One final note, I have opted not to include a suggested game setting changes to help with some settler AI pathing. Specifically these commands
setgs fSandboxCylinderBottom -XXX;
setgs fSandboxCylinderTop XXX;
The reason behind this is I have found several mods out there do already include this and it seems like a redundant step. Without these commands I haven't seen MUCH issues in my own testing regarding settler pathing or the pathing of the new raiders, but it would definitely be worth a shot if you're experiencing issues with either getting stuck or refusing to use the upper floors. Find a value that works for your set up and system. I would suggest starting with 576 for top and -576 for bottom, increasing the top value by increments of 25-50 until you find what's working well for your install. Again, not included by design in hopes of having fewer conflicts and issues, might not even be necessary for some installs depending on whatever else is in your load order.